Lost on 2D Maps of 3D Universe? Announcing VSMap3D 1.3.5
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VSMap3D version 1.3
Finally, I found some time to do some improvements. Result is version 1.3 (see first post in this thread for detailed changes).
Outlook on 1.4:
1) improve the navigation through the universe to what was suggested earlier by Halleck
2) replace Qt text rendering by using texture mapping for better speed
Other requests/suggestions welcome!
Thx to all users for the feedback!
cheers
Outlook on 1.4:
1) improve the navigation through the universe to what was suggested earlier by Halleck
2) replace Qt text rendering by using texture mapping for better speed
Other requests/suggestions welcome!
Thx to all users for the feedback!
cheers
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new binaries
sorry for the troubles, apparently the sources from yesterday produce a SIGSEGV in Linux. I looked into it and changed the code forth and back and suddenly it works. *mysterious*
As a bonus, there's also a linux binary downloadable from the VSMap3D website. The shared Linux binary was built on a Kubuntu 7.10 with gcc and qt 4.3 installed using apt-get.
As a bonus, there's also a linux binary downloadable from the VSMap3D website. The shared Linux binary was built on a Kubuntu 7.10 with gcc and qt 4.3 installed using apt-get.
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Re: new binaries
Excellent work! I'll try the linux build as soon as I'm at home.
Two suggestions that would help selecting systems for campaign writing.
1) It would be nice to be able toggle system colors by faction or, even better, have them connected by faction colored routes or even embedded in one colored semi-transparent bubble surrounding all systems of the same faction.
2) At least display the faction of the system in the list tree, and maybe even allow filtering by faction.
Two suggestions that would help selecting systems for campaign writing.
1) It would be nice to be able toggle system colors by faction or, even better, have them connected by faction colored routes or even embedded in one colored semi-transparent bubble surrounding all systems of the same faction.
2) At least display the faction of the system in the list tree, and maybe even allow filtering by faction.
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I had this in mind already! I'll put it on the list for 1.4:
3) visualize system ownership by factions
4.b) add filtering of systems by faction
Already in the tool:
4.a) The faction of the system is displayed in the tooltip when you hover with your mouse over a system in the tree
Do you need this more "visual"?
Thx for your feedback!
3) visualize system ownership by factions
4.b) add filtering of systems by faction
Already in the tool:
4.a) The faction of the system is displayed in the tooltip when you hover with your mouse over a system in the tree
Do you need this more "visual"?
Thx for your feedback!
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a glance at 1.4
I finished a few points of the list for 1.4.
I made a screenshot running on Linux at 1920x1200:
It shows the famous route from Cephid_17 to Sol with the stars surrounded by large translucent bubbles in the color of the faction owning the system. Also, the system name shows in the faction's color.
Is this what a "mission creator" would need?
I made a screenshot running on Linux at 1920x1200:
It shows the famous route from Cephid_17 to Sol with the stars surrounded by large translucent bubbles in the color of the faction owning the system. Also, the system name shows in the faction's color.
Is this what a "mission creator" would need?
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Re: a glance at 1.4
Yes. Absolutely amazingtempler666 wrote:Is this what a "mission creator" would need?
Also your build (1.3) runs without problems on my distro (openSuse 10.3).
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Linux version of 1.3.1
I believe I won't have *that* much time the next weeks for my baby. That's why I put a 1.3.1 linux binary on the vsmap3d website covering point 3) from the todo list for 1.4.
It's pretty cool seeing the spread of factions in the universe
If you need the bubbles bigger or smaller just use the spinner in the view menu. But be warned, updating the thousands of display lists does take 1 or 2 secs!
Light is enabled by default now as I finally set up the stars and the gl sceene for lighting. Stars look much prettier now. Also, toggling factions will colorize the system names, too.
It's pretty cool seeing the spread of factions in the universe
If you need the bubbles bigger or smaller just use the spinner in the view menu. But be warned, updating the thousands of display lists does take 1 or 2 secs!
Light is enabled by default now as I finally set up the stars and the gl sceene for lighting. Stars look much prettier now. Also, toggling factions will colorize the system names, too.
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1.3.2 linux+win32+source online
1.3.2 brings 4.b) from the todo list for 1.4
Just press Shift after the universe was loaded. It's self explanatory.
Just press Shift after the universe was loaded. It's self explanatory.
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Re: 1.3.2 linux+win32+source online
Whenever you come around to it. A "sector" name display toggle would be appreciated, e.g. Ctrl+S. In this way you could add sector name before the system name when it's toggled on. This would help in finding the sector name to which a specific system belongs in order to create custom fixed system files in case you need special installations always to be there and thus cannot rely on the random system generation.
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Hi.
I tried vsmap3d 1.3.5
Is vsmap3d supposed to use around 500 Mb ram?
I tried both the precompiled linux binary and I build it myself from source.
I'm not able to run vegastrike and vsmap3d at the same time without one of them gets killed after my computer heavily swaps and is basically useless
I tried vsmap3d 1.3.5
Is vsmap3d supposed to use around 500 Mb ram?
I tried both the precompiled linux binary and I build it myself from source.
Code: Select all
USER PID %CPU %MEM VSZ RSS TTY STAT START TIME COMMAND
zann 31035 5.6 49.6 508764 514332 pts/5 SL+ 08:25 0:31 ./vsmap3d
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Well, I'm not quite sure if it's supposed to use that much RAM or not. I made the same observation in 1.3.4, when I played texturizing all the stars with the Vega Strike textures. Although there are only about 10 different star textures, my RAM got blown and after exceeding 2GB, VSMap3D got killed.
I didn't do any calculations yet, but the software reads all stars' and factions' infos. There are approximately 6000 stars in the universe. So if it consumes 500MB RAM for 6000 stars that makes about 87kB per star.
Well that looks much to me. Maybe it's due to the many filter cache lists I build in to speed up the drawing. On a first estimate, neglecting cached lists, each star "structure" should only need about 100 bytes.
Well, I'll have to have a look at this.
I didn't do any calculations yet, but the software reads all stars' and factions' infos. There are approximately 6000 stars in the universe. So if it consumes 500MB RAM for 6000 stars that makes about 87kB per star.
Well that looks much to me. Maybe it's due to the many filter cache lists I build in to speed up the drawing. On a first estimate, neglecting cached lists, each star "structure" should only need about 100 bytes.
Well, I'll have to have a look at this.
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Hi again.
First of all, I'm no programmer. developer or anything fancy as that
In an attempt to remove the 3ddisplay from the current svn code of vsmap3d i managed to reduce the memory use. However as I have just about no idea of what I'm doing, so chances are very great that I simply just did something stupid
Memory usage of vsmap3d
But as fair as I can see it actually works as a simple navigation. It tells me in the messages window what jump point I to take.
svn diff
http://pastebin.com/m4445072c
First of all, I'm no programmer. developer or anything fancy as that
In an attempt to remove the 3ddisplay from the current svn code of vsmap3d i managed to reduce the memory use. However as I have just about no idea of what I'm doing, so chances are very great that I simply just did something stupid
Memory usage of vsmap3d
Code: Select all
USER PID %CPU %MEM VSZ RSS TTY STAT START TIME COMMAND
zann 4909 36.1 30.1 306552 312840 pts/3 SL+ 11:24 0:23 ./bin/linux/release/vsmap3d
svn diff
http://pastebin.com/m4445072c
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Another idea came up when using VSMap3D. It would be good to have a function for resetting the camera to its original position and orientation. Sometimes when scrolling too fast with the mouse wheel one can get completely lost and mix up the directions.
Btw, has been mentioned before but here again: my version 1.3.3 crashes completely on my win box due to excessive memory usage. This would be an important issue to solve.
EDIT:
In another post
EDIT2:
* Oops, I didn't actually notice the tiny note on your page that the download source was moved to sf. Now I run 1.3.5 and win build doesn't crash on startup anymore.
* The factions that can be toggled from the menu stop with pirates (due to running out of keys?). Maybe the remaining factions can be provided in the menu without key assignment or assigned to CTRL+Letter.
* Unfortunately the app sometimes crashes on linux/win when clicking on a sector (e.g. the Sol sector) in the tree view. (Index out of bounds?)
* A rotation possibility around the local screen center would be very useful to help better evaluate the 3 dimensions and distances between systems that you are currently viewing.
Btw, has been mentioned before but here again: my version 1.3.3 crashes completely on my win box due to excessive memory usage. This would be an important issue to solve.
EDIT:
In another post
Could the camera be placed on the opposite side of the galaxy by default to reflect jacks idea and smoothen communication. ThanksjackS wrote:By default, down in VSMap3D would appear to correspond to Rimward, up to Coreward, left to Spinward, and right to Antispinward. (personally, I always drew my maps with up as Rimward (hence the numbering on the RBL sectors) )
EDIT2:
* Oops, I didn't actually notice the tiny note on your page that the download source was moved to sf. Now I run 1.3.5 and win build doesn't crash on startup anymore.
* The factions that can be toggled from the menu stop with pirates (due to running out of keys?). Maybe the remaining factions can be provided in the menu without key assignment or assigned to CTRL+Letter.
* Unfortunately the app sometimes crashes on linux/win when clicking on a sector (e.g. the Sol sector) in the tree view. (Index out of bounds?)
* A rotation possibility around the local screen center would be very useful to help better evaluate the 3 dimensions and distances between systems that you are currently viewing.
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This functionality is in the "view"->"factions" menu.* The factions that can be toggled from the menu stop with pirates (due to running out of keys?). Maybe the remaining factions can be provided in the menu without key assignment or assigned to CTRL+Letter.
Sorry, for short response, but I've only 4 weeks left for finishing my diploma thesis...
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Re: Lost on 2D Maps of 3D Universe? Announcing VSMap3D 1.3.5
Is there a current download site for VSMap3D? It appears the Sourceforge site is abandoned and I can't seem to find it on the author's website.
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Re: Lost on 2D Maps of 3D Universe? Announcing VSMap3D 1.3.5
it's in SVN.Varch wrote:Is there a current download site for VSMap3D? It appears the Sourceforge site is abandoned and I can't seem to find it on the author's website.
The current version fails without leaving any error messasges in terminal or .xsession-errors on my machine
segfault was when i tried to switch into one of systems from "unknown sector" (the same with any of them).$ ./run.bash
Checking run dir: bin/linux/release
Checking run executable: vsmap3d
Refreshing build if necessary
release build
qmake -project -after QT+=opengl QT+=xml QT+=gui win32:CONFIG+=console OBJECTS_DIR="obj/linux/release" MOC_DIR="moc/linux/release" DESTDIR="bin/linux/release" TARGET="vsmap3d"
qmake
cp "gpl.txt" "bin/linux/release/"
cp "sector32.png" "bin/linux/release/"
cp "system32.png" "bin/linux/release/"
cp "unknown.png" "bin/linux/release/"
cp "vsmap3d.ico" "bin/linux/release/"
cp "vsmap3d.png" "bin/linux/release/"
make
make: Nothing to be done for `first'.
Starting "release" run
./vsmap3d
QGLShader: "Vertex shader(s) linked, fragment shader(s) linked.
"
QGLShader: "Vertex shader(s) linked, fragment shader(s) linked.
"
QGLShader: "Vertex shader(s) linked, fragment shader(s) linked.
"
QGLShader: "Vertex shader(s) linked, fragment shader(s) linked.
"
./run.bash: line 61: 9054 Segmentation fault "./${CMD}"
otherwise it runs - displays faction and system stats, eats a lot of resources on change but the map is empty, containing only usual video memory junk
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